MonsterEvent spawns monsters at start, writing networkeventtype using WriteRangedInt instead of WriteByte
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@@ -953,7 +953,7 @@ namespace Barotrauma
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Vector2 targetMovement = character.GetTargetMovement();
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Vector2 currPosition = prevPosition + targetMovement * timePassed/1000.0f;
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Vector2 currPosition = prevPosition + targetMovement * timePassed/500.0f;
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return currPosition;
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}
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@@ -827,7 +827,7 @@ namespace Barotrauma
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foreach (Limb limb in Limbs)
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{
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limb.body.LinearVelocity = Vector2.Zero;
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limb.body.AngularVelocity = Vector2.Zero;
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limb.body.AngularVelocity = 0.0f;
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// if (limb.body.TargetPosition == Vector2.Zero)
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// {
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// limb.body.SetTransform(limb.body.SimPosition + diff, limb.body.Rotation);
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